1,301

(8 replies, posted in Quantum Legions)

I really like the idea of putting icons for special abilities on the unit counters... (thanks to Blackhawk33 for putting them on his ST counters. smile)

So, the question is: what should the icons be?

1,302

(16 replies, posted in Quantum Legions)

Thanks so much for the photos! smile

1,303

(4 replies, posted in Quantum Legions)

Blackhawk33 wrote:

Saw "Starship troopers" again last night, so naturally I spent the morning making units & counters.

Very cool! smile

1,304

(4 replies, posted in For the Masses)

warrenss2 wrote:

Are there any unit counters that could be used? Either based on 1 inch or half inch hexes? A little like the old Melee and Wizard games except the are units instead of individuals.

Not to my knowledge, no.

1,305

(12 replies, posted in For the Masses)

Treeman wrote:

This is FTM's single point of failure that I see the apparent lack of downloadable army lists.

Forgive me, but I find it odd that you would declare this to be a "point of failure" for FTM. The book contains a broad selection of army lists, and extensive instructions on how to create your own. This topic contains additional player-generated lists. I fail to see how the facts that there aren't as many as you would like, or that they are not in a format you might prefer, can be seen as a failing of the game itself.

Could all the army lists be gathered in one place and posted somewhere?  I'm happy to go through the forum and pull out all the lists people have posted and put them into word documents - but who do I send them to?  I can put them up on Media fire and post a link on the list.

If you (or others) are willing to put together lists in a common format, I'm sure that would be welcomed. There is a Files section in this forum where they can be uploaded. (Just zip 'em first; the forum won't accept raw Word files.)

1,306

(16 replies, posted in Quantum Legions)

ctaylor wrote:

Is it okay to share the spreadsheet?

Created a "Files" section for QL.

1,307

(4 replies, posted in Quantum Legions)

OldnGrey wrote:

Going by the book it was not possible to get a speed 3/4, nor a second attack dice of 2 when the unit size is 3 with the full attack dice 4.

As mentioned in the other thread, I used fractional values for some units in the book.

VPs do not come out to neat multiples of 5. Don't ya just love computers, no give. :roll:

An aesthetic choice on my part for published units. VPs are rounded to the nearest 5 or 0.

One thing I did find was that the Special Traits on page 20 had to be applied to the ORAT and not the DRAT to get close to the published stats. Dan, is this correct?

It shouldn't matter... :?:

1,308

(16 replies, posted in Quantum Legions)

OldnGrey wrote:

I'll start you off.

That is SWEET. smile

1,309

(16 replies, posted in Quantum Legions)

Very cool... I was wondering if someone would try this out.

Blackhawk33 wrote:

After-action review: Overall not a bad system and I was able to replicate the battle quite well. The biggest issue I had was in remembering to plan my orders issuing 1 turn ahead. (This is actually my second play-through) I didn't have any issue with command points, but that may have been because of the low-unit count.

You did remember that it costs 1 CP when you place the order, and another 1 CP when you activate it, right?

With 2d6 CPs, you should be able to activate an average of 3-4 units per turn; less if you have to spend CPs on suppression.

I do think that Infantry need something for Inf vs.Inf or Vehicle assault, maybe double attack dice but the attacking infantry suffer suppression?

Not sure what you mean by "need something"... ?

1,310

(10 replies, posted in Starmada)

THat's the whole point of the pivot rule... backwards movement in a vector system is... wonky...

1,311

(9 replies, posted in Starmada)

pickledteak wrote:

I just noticed that the Sovereign Stars Forum is gone, along with the updated playtest. Is there anywhere else to get the map and marker pieces?

Not gone... moved.

http://mj12games.com/forum/viewtopic.php?f=15&t=2292

1,312

(1 replies, posted in Quantum Legions)

Blackhawk33 wrote:

1) Unit Creation: when figureing out the ORAT, what do I put in if my AP is zero?

The multiplier is 1.5 raised to an exponent equal to the AP. Any value raised to the zero power is 1; thus, if the AP is zero, the multiplier is one.

2) If my Infantry has Armor of 1, do they get BOTH their armor defense and the special Infantry Save roll?

Yes.

3) On the counter sheet, why does the Copperhead and Typhoon both have a 2nd Speed of 4? Should they have a 2nd Speed of 5 since their 1st Speed is 3?

For the published units, I am using fractional values for first speed and initial attack dice, which means the rounding will be 'off' if you assume the initial values are integers.

Overall, I find it a good system for Battalion sized ops. A few additional Traits have come to mind already. I'll push counters around this week and see what I stumble over. wink

Looking forward to it! smile

1,313

(7 replies, posted in Starmada)

madpax wrote:

I know that. I was just wondering why both exist. In essence, you could remove the DMG value, you would have essentially the same effect. Aside Nomad's explanation, which seems a good one, I'm unable to see the reason for having those two traits.

Nomad's is the correct explanation.

Note that a weapon having, for example, IMP 2 and DMG 1 costs (a bit) more than the same one having IMP 1 and DMG 2.

Yes. The weapon stats are weighted more towards the "front" (i.e. ROF costs more than IMP costs more than DMG) because against smaller/weaker targets, excess IMP/DMG will sometimes be wasted as "blow-through".

1,314

(18 replies, posted in Starmada)

pickledteak wrote:

Such as having an Aux called Tender, that would maybe need to have as many SU's used as the Flotilla takes + or - some percentage? That's a good idea, I didn't think of using auxiliary systems to cover that.

This would be the best option, IMHO.

1,315

(3 replies, posted in Quantum Legions)

Attached is a sample (low-res) game board section sized to A3. Let me know if it works, and I'll make all the sections available in this format.

1,316

(20 replies, posted in Starmada)

Blacklancer99 wrote:

After thinking about it more, it seems that if you look at converting source material, they all treat "combat scouts" a bit differently.

That's because in wet-navy terms (the traditional analogy for space combat), "scouts" are a strategic asset, not a tactical one. They help you find and engage the enemy on your terms, but once you've engaged him, the scouts don't help much. IMHO, the source materials treat scouts differently because they are trying to define a role for them that doesn't have a clear analogue in naval combat.

1,317

(3 replies, posted in Quantum Legions)

Even though the rules have been in development for what seems like forever, errors still managed to creep into the Quantum Legions rulebook. This topic summarizes the changes that need to be made:

Version 1010.19:

    Page 13: Example, top of left column, should read "Three dice are rolled..." not "Four dice are rolled..."

    Page 14: Add the following to the description of difficult terrain: "A unit with a second speed of 1 may move one hex into difficult terrain, but only when carrying out an Advance order."

1,318

(6 replies, posted in News)

Sedna wrote:

I got a dumb question : Are the included counters cardboard mounted, or are they paper made for DIY building ?

The game is PDF only for the time being. See the thread on "print-n-play" under Discussion for possible future developments.

1,319

(6 replies, posted in News)

Dave wrote:

Edit: Quick question, can infantry not enter difficult terrain because of their low speed value?

Crud. There should be a sentence at the end of the description of Difficult Terrain (p.14) that says:

"A unit with a speed of 1 may enter a hex containing difficult terrain."

1,320

(2 replies, posted in Discussion)

So, two recent games (Quantum Legions, Grand Admiral) have been released as purely "print-n-play" products. This was done for a couple reasons, not least of which is the prohibitive cost of putting together truly professional hard copies (i.e. die-cut counters, mounted gameboards, etc.)

However, I am aware that some (many?) players dislike the idea of having to print out their game components... so I'm wondering if there isn't room for a compromise of sorts.

I could probably have some professional-quality copies of Quantum Legions (as an example) printed and made available for around $20 or so. The catch is that players would still have to assemble the counters/markers, and mount the game board sections on cardboard/foamcore if something more substantial than heavy paper stock is desired.

Would that be something y'all would be interested in? Or does "some assembly required" defeat the purpose of a hard copy?

1,321

(6 replies, posted in News)

The Blight has passed, and the long, slow road to recovery begins.

The Emperor has been in exile for a dozen years and more. Despite their reduced numbers and weakened condition, his Golden Legions remain formidable.

They are needed, for Magistrate Fuzen Jao has returned. Thought to have perished in one of the last great battles of the Invasion, Jao revealed himself less than a year ago, shaking the galaxy to its core. Previously remembered as a hero who made the ultimate sacrifice in a valiant last stand against the Aracine hordes, the Magistrate's return has been welcomed by few.

Quantum Legions is a game of science fiction ground combat -- or more specifically, a series of games simulating battalion-level conflict within the universe of the Thirteen Provinces.

Innovative command and combat mechanics allow players to quickly and easily fight out any number of battles of varying sizes, keeping the focus on tactics rather than rules. Though designed as a "hex-n-counter" board game, Quantum Legions can easily be adapted as a miniatures wargame. Details on how to play using miniatures (any scale from 6mm to 15mm) are provided in the rulebook.

Finally, like most Majestic Twelve products, Quantum Legions includes rules for creating your own units so you can add to its exciting background, simulate your favorite movies and television shows, or create your very own universe!

Quantum Legions: Wargaming on an Epic Scale.

For more information regarding any of our products, visit our web site at http://www.mj12games.com

1,322

(105 replies, posted in Game Design)

Well, that turned out remarkably well, if I do say so myself... Kudos to Dugan!

1,323

(20 replies, posted in Starmada)

madpax wrote:

How much would that weapon cost?

The problem, as I see it, is that the usefulness of such a weapon will vary based upon the difficulty the target will have in counteracting the "shift" effect. Thus, a consistent cost is difficult to determine (but I'm willing to listen to any suggestions).

ELINT/Scout ship:
I would like to know if rules for scout ships with special electronic abilities exist?

The first step is to determine what exactly an ELINT/Scout ship would DO in game terms...

1,324

(4 replies, posted in Starmada)

Dave wrote:

Ah, I figured someone had caught this already. What happens if I got my PDF through mj12?

Send me a PM with your email and I will send a revised version.

1,325

(10 replies, posted in Game Design)

The rules are done... I'm just finalizing some of the formulas and deciding on the best way to roll the thing out. I'm leaning towards an initial release with 20 teams: the AL and NL champs from 2000 through 2009.